[NES8] HalfNes 0.058

[2] @ Wtorek, 23 Czerwca 2015 00:14CET

[NES8] HalfNes 0.058
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Oficjalny release tego emulatora Nintendo 8 pracujący w Javie. Warto też odnotować, że projekt Marka Hoffmana został przeniesiony na GitHub.

halnes RoboCop:
RoboCop in HalfNes. Photo@Project

HalfNES Release 058 (6/14/2015)

  • Added support for FDS audio chip (for NSFs only)
  • Improved loading of NSFs with nonstandard headers (should not crash on POCorGTFO example)
  • Made Konami VRC and Sunsoft 5B and FME7 mappers cycle accurate
  • MMC5 mapper is a little better
→ [NES8] HalfNes 0.062

HalfNES 062 (3/25/2018)

  • first release in 2 years
  • fixed temp file creation issue
  • fixed Micro Machines
  • NSF and APU improvements

Changelog

Revision 249

Author: andrew.hoffman | Date: niedziela, 25 marca 2018 23:49:32

  • Release 062

Revision 248

Author: andrew.hoffman | Date: niedziela, 25 marca 2018 23:24:42

  • cosmetic changes that have been sitting around for a year

Revision 247

Author: andrew.hoffman | Date: niedziela, 25 marca 2018 23:35:21

  • cosmetic changes that have been sitting around for a year

Revision 246

Author: andrew.hoffman | Date: niedziela, 25 marca 2018 22:05:18

  • Merge pull request #40 from metteo/halfnes_issue_39
  • Fixes deadlock when switching to full screen

Revision 245

Author: metteo | Date: czwartek, 22 marca 2018 16:23:55

  • Fixes deadlock when switching to full screen
  • Fixes #39

Revision 244

Author: andrew.hoffman | Date: wtorek, 18 kwietnia 2017 14:19:52

  • Merge pull request #38 from bryant1410/master
  • Fix broken headings in Markdown files

Revision 243

Author: santiago.castro | Date: poniedziałek, 17 kwietnia 2017 03:53:47

  • Fix broken Markdown headings

Revision 242

Author: andrew.hoffman | Date: poniedziałek, 8 sierpnia 2016 08:02:05

  • repeating myself a little less, but it still feels wrong

Revision 241

Author: andrew.hoffman | Date: poniedziałek, 8 sierpnia 2016 07:59:21

  • Remove unnecessary image object creation
  • Really speeds up the NTSC filter because it turns out
  • that making a new 1920x240 array every frame takes a while!
  • Profiler couldn't see it because it happened in a system method.
  • (this code is still more confusing than it should be, because I
  • can't remember the way abstract classes work and the children
  • need to change the width for the images in their own constructor
  • which runs later.)

Revision 240

Author: andrew.hoffman | Date: poniedziałek, 8 sierpnia 2016 07:20:22

  • removed unnecessary event thread use
  • also some comment cleanups

Revision 239

Author: andrew.hoffman | Date: środa, 8 czerwca 2016 20:32:06

  • CRC values need to end with L to actually be longs

Revision 238

Author: andrew.hoffman | Date: środa, 8 czerwca 2016 20:30:44

  • Misc APU cleanups from last few months

Revision 237

Author: andrew.hoffman | Date: środa, 8 czerwca 2016 20:29:41

  • fixed leaving lots of natives around by using same temp dir every time
  • Hopefully I don't have any more race conditions between 2 copies
  • of the emulator running at once.

Revision 236

Author: andrew.hoffman | Date: poniedziałek, 4 kwietnia 2016 20:04:24

  • VRC2 doesn't have single screen mirroring
  • unfortunately no good way to detect this without using CRCs
  • there's a proposal for submapper # but it's not finalized yet
  • and of course no ROMs will use it anyway.

Revision 235

Author: andrew.hoffman | Date: niedziela, 20 marca 2016 08:19:19

  • PR#36 made a lot of things static that shouldn't be static
  • we really don't want the same 4 channels shared among all APUs etc.
  • So reverted and cleaned up the sound chips a bit while i was at it

Revision 234

Author: andrew.hoffman | Date: niedziela, 20 marca 2016 07:49:10

  • some variables didn't need to be instance variables
  • Especially when used by only one method and are cleared at the start.

Revision 233

Author: andrew.hoffman | Date: niedziela, 20 marca 2016 07:29:31

  • ppu palette should not be static
  • This caused problems in nrom games and the StarsSE demo.
  • Also some code cleanups, fixed a spot where the autoformatter
  • would cycle between 2 states every time it was run on this file.

Revision 232

Author: andrew.hoffman | Date: piątek, 11 marca 2016 00:24:06

  • eliminate use of System.Exit
  • now shuts down more cleanly BUT still doesn't delete the temp files

 

HalfNES 061 (2/16/2016)

  • Minor speed improvements and code cleanups
  • Improved VRC7 Envelopes again with values properly calculated from docs
  • Audio output is done in stereo now (though no interface to pan channels)
  • Build system changed to Maven
  • Framework for unit tests is begun (incl work on headless mode)
  • JavaFX UI for the RetroPi is included but not used by default. (It needs more work for desktop use.)

HalfNES 060 (8/29/2015)

  • Fixed Battletoads and Battletoads: Double Dragon freezes on certain levels
  • Reduced jerkiness of scrolling in 50 fps games (not eliminated entirely unless your monitor is also set to 50 FPS)
  • Improved performance a bit, there was some slow cheat engine code constantly running

 

 

→ [NES8] HalfNes 0.059
NES Nintendo:Famicon:HalfNes:Java:LaGrange Point:Konami Corporation:Konami Corporation:26.04.1991:
LaGrange Point (Konami Corporation, 26.04.1991)

HalfNES Release 059059 (7/28/2015)

  • Fixed certain FDS NSFs that wanted to write to bankswitched areas
  • Added PAL and Dendy (Hybrid PAL console that plays unmodified NTSC games) support
  • Fixed negative scroll values (Galaxian, TMNT)
  • Fixed envelope decay for VRC7 sound
  • Deal with games that read $2004 (OAM address) during rendering
→ [NES8] HalfNes 0.059 beta 2
NES HalfNes:BoulderDash
BoulderDash

HalfNES Release 059 b2 (7/10/2015)

  • adds PAL and Dendy support

 

→ [NES8] HalfNes 0.057
Nintendo 8 Nes:HalfNes:Java:Tiny Toon Adventures:Konami, Inc.:Konami Co., Ltd.:Dec, 1991:
Tiny Toon Adventures (Konami, Inc., Dec, 1991)

HalfNES Release 057 (7/30/2014)

  • PPU is now pixel accurate. Meaning that many glitchy games are now completely fixed. However it also means that performance is worse.
  • MMC3 and MMC5 scanline counters have been rewritten to be more accurate.

Fixed games:

  • Marble Madness
  • Laser Invasion
  • Mickey's Adventures in Letterland
  • Rad Racer
  • Slalom
  • Tiny Toon Adventures (the status bar was off by one scan line before)
  • Mega Man 3 (displays same glitchy lines as real hardware)
  • Every Namco 163 game (scanline counter was broken)

Also passes several more of blargg's PPU and MMC3 tests. I haven't fixed all of the MMC3 based multicart mappers yet.

 

 

→ [NES8] HalfNes 0.056

HalfNES Release 056 (7/17/2014)

First release hosted on GitHub.

  • Multithreaded NTSC filter for better performance
  • Rewrote CPU/PPU timing entirely (passes many timing tests that used to fail)
  • Fixed VRC7 feedback (Lagrange Point now sounds almost completely correct)
  • Fixed loading of large NSF files.
  • Many other minor fixes over the past year.
→ [NES8] HalfNes 0.055
Battle Chess (Data East USA, Inc., 1990)

055(9/7/2013)

  • -Added support for NSF music files.
  • -Added mapper for Super Spike V'Ball/Nintendo World Cup combo cartridge
  • -Changed sprite DMA timings (fixes Battle Chess again)

054 (8/13/2013)

  • -Changed NES color palette to match NTSC filter colors
  • -Fixed VRC 7 Vibrato, no longer crackles
  • -Improved speed of NTSC filter some more
  • -General code cleanups (more are still necessary)
  • -Provided a more helpful error on stdout when the jInput lirary is missing

 

→ [NES8] HalfNes 0.053

053 (2/10/2013)

  • Added Action Replay and Game Genie code support
  • Now turning on sound filtering by default
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